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Pinning a transport - What can its contents do? http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=14532 |
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Author: | Pettan [ Sun Jan 11, 2009 11:30 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
If a transport is pinned. What can its unactivated contents do, for example a unit on advance or charge? To make it easy let us say that there is plenty of room around the vehicles. /Pete |
Author: | scream [ Mon Jan 12, 2009 9:39 am ] |
Post subject: | Pinning a transport - What can its contents do? |
If there is enough place around the vehicule, unactivated transported units can disembark. In regard of their orders they can engage in CC the enemy. Transport Rule says: "First Fire Orders preclude disembarking as units cannot move, and unless stated in the transporting unit description, units cannot fire from a transport. Units may enter or leave a transport that is engaged in Close Combat as long as there is room around the transport for the units to move into. If a transport is completely surrounded, embarked units cannot fight or get out (and do not get a Bail-Out roll, either)." |
Author: | Warhead [ Mon Jan 12, 2009 12:07 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
If you need to know this rule you are keeping your troops in their transports far too long. ![]() |
Author: | Pettan [ Mon Jan 12, 2009 5:44 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
If you need to know this rule you are keeping your troops in their transports far too long. ![]() Yea, perhaps but sometimes its nice to keep the troops inside the rhino on the first round. Then comes the second round and some fast unit (in my last battle a warhound on charge) /P |
Author: | Warhead [ Mon Jan 12, 2009 7:43 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
I prefer to dump the troops in defensive positions on the first turn. I suck at armoured assaults. I prefer to pound the enemy and let the shock troops move up gradually under cover. Not so good in a three turn game... ![]() |
Author: | Pettan [ Mon Jan 12, 2009 8:07 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Yea. But its a bit too easy. Try different armies and different approaches. In my experience the defensive army has a better chance to win. Sad huh. I wanna Go WAAAH ![]() |
Author: | Warhead [ Mon Jan 12, 2009 8:19 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Wow, I must really bring that average down somehow. I play too many campaigns and so when I get a one off game in I end up worrying about the troops instead of sending them in to get the points. I found that the Eldar excel in the attack however. I had always used them defensively and got ripped apart by about turn three. However, nothing can hide from the Eldar when the Warlocks start flinging Eldritch Storms about. When you expose a unit you can shoot it up and move in to take what they were holding on the next turn. I don't even know what you could do to stop that one. Other than killing the Warlocks Obviously. |
Author: | Pettan [ Mon Jan 12, 2009 8:35 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Good idea on how to use the warlock. Have to try it.. I don't even know what you could do to stop that one. Killing him with a librarian. Should work just fine. (offcourse you said killing him but I think its a nice move) 1) Purge Psyker: The Librarian mentally attacks a nearby psyker. Pick an enemy psyker within 50 cm (line of sight is not needed) and roll 2D6. The enemy rolls 1D6 if he’s an Eldar Warlock, Slann Mage, Ork Weirdboy, Squat Living Ancestor or similar psychic unit. He rolls 2D6 if he’s a Daemon, Chaos Android, Eldar Wraithguard or similar powerful psychic unit. If he’s a Slaan Great Mage he rolls 2D6 while the Librarian rolls 1D6, due to his great psychic powers. If the Librarian’s roll is higher the enemy psyker is destroyed. If the enemy’s roll is higher there is no effect unless the roll is double the Librarian’s roll. In this case the Librarian is slain due to psychic feedback. /P-man |
Author: | Warhead [ Mon Jan 12, 2009 9:26 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Don't you miss the old days when you used to be able to Mind Fry titans with a Librarian in a thunderhawk on the roll of a 4+ to hit, 4+ save for shields and a possable ?+ psychic save but not very common and then the damage table roll on the head location if he fluffed all his saves... sweet! I guess that's why it got stopped... Psychic powers from transports ![]() In a Choas Nurgle/Slaanesh Army would the Keeper of Secrets be able to hitch a lift in a Plague Tower. If so he would still be able to use his Aura of Slaanesh to put the wammy on enemy units as he doesn't need LOS to fire it... we used to do this, again in the old days before the Chaos apartheid. I was normally faced with this but didn't mind. |
Author: | Pettan [ Mon Jan 12, 2009 11:05 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Yea but its still nice! You can try to put the psyker in a OTV. then it should work.. Woooah ![]() Ive had an idea about putting Death Jesters in Venoms. The venom on charge means a 3+ holosave and the death jester on FF. Cool eyy? Havent tried it yet though. Guess they would be killed off... /P |
Author: | Warhead [ Mon Jan 12, 2009 11:24 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Yeah, but watch your opponent doesn't get all shirty about it. ![]() I once used a unit of Warp Spiders to jump in and out of cover picking off stuff each attack while my Chaos player could do nothing. One turn of attack and he gets all upset 'cause he couldn't retaliate. So just watch you don't upset your players. Besides it may work once but you can be sure they'lll think up a way to make you suffer if you keep using the same tactics. ![]() |
Author: | Pettan [ Mon Jan 12, 2009 11:37 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
The suits in the tau army did that to me in the last game. Came out of cover and while standing in the treeline fired on the fly(-2tohit for me cause of snapfire and cover in woods) shot and then go back again. I went bananas. ![]() Next time I will use my hammer of justice against those pesky models ![]() /p |
Author: | Warhead [ Tue Jan 13, 2009 12:15 am ] |
Post subject: | Pinning a transport - What can its contents do? |
Ah yes, Mr Hitty Hammer. The great leveler of all things. 1+ to hit and -6TSM ![]() I've never faced the Tau before. What's that like? |
Author: | zap123 [ Tue Jan 13, 2009 1:53 am ] |
Post subject: | Pinning a transport - What can its contents do? |
Quote: (Pettan @ 12 Jan. 2009, 22:37 ) The suits in the tau army did that to me in the last game. Came out of cover and while standing in the treeline fired on the fly(-2tohit for me cause of snapfire and cover in woods) shot and then go back again. I went bananas.  ![]() Next time I will use my hammer of justice against those pesky models  ![]() /p Ooooh, that's a nasty trick. I hope our Tau player doesn't read this! He once had a bunch of suits bouncing between 2 buildings picking off my CSMs. I dropped a Dreadclaw carrying Ogryns on them ![]() |
Author: | Pettan [ Tue Jan 13, 2009 4:50 pm ] |
Post subject: | Pinning a transport - What can its contents do? |
Ah yes, Mr Hitty Hammer. The great leveler of all things. 1+ to hit and -6TSM ![]() YEAH! To bad the whole table has a tendency to go aswell. I've never faced the Tau before. What's that like? My friend Johan here on the forum bought a bunch of them from ebay. I heard he got them dirt-cheap as well. They are a really interesting army with the lowest tohit-roll in the game but the worst CAF in the game.(more or less). Their "titan" class are big ships that shoot like crazy. Their shield is sort of similar to the eldar titans so they can actually go down quickly or stay up forever. Some troops have "markerlights" that they can fire to light up an enemy. This means that all shots get +1 tohit and other shots can be made without even seeing the target (if its marked) They also have some command walkers that have fire on the fly. Those suits are friggin amazing. Their army most often consists of 75% Tau and an ally race called Kroot that have good CAF and also an extra +2 caf in woods. All in all I find them really nice and different from the other armies. In general I would say its not an army suited for assault. /P-man |
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